Overview
Introduction: "Motion in a Straight Line" is the first formal chapter in kinematics for Class 11 CBSE Physics. It studies how objects move along a one-dimensional path — how we describe their position, how quickly and in what manner that position changes, and how to represent motion mathematically and graphically. Importance: This chapter builds the foundation for all later topics in mechanics. Understanding straight-line motion develops skills in defining physical quantities, applying sign conventions, manipulating equations of motion, interpreting graphs, and solving quantitative problems. It also introduces concepts (velocity, acceleration, uniform acceleration) that recur in two- and three-dimensional motion and dynamics. Key themes: The chapter covers reference frames and coordinates, distance vs. displacement, speed vs. velocity (average and instantaneous), acceleration (average and instantaneous), motion with constant acceleration (including free fall as a special case), kinematic equations for uniformly accelerated motion, relative velocity in one dimension, and graphical analysis of motion (position-time, velocity-time and acceleration-time graphs). Emphasis is on…
Learning Objectives
- Define displacement, distance, speed, velocity and acceleration and state their SI units
- Distinguish between scalar and vector quantities and between speed and velocity in one-dimensional motion
- Explain average and instantaneous velocity and acceleration and relate them to slopes of x–t and v–t graphs
- Derive the equations of motion for constant acceleration (v = u + at, s = ut + 1/2 at^2, v^2 = u^2 + 2as) and state their domain of validity
- Apply the equations of uniformly accelerated motion to solve numerical problems in a straight line
- Interpret position–time, velocity–time and acceleration–time graphs to obtain kinematic information
- Determine displacement from a v–t graph by computing the area under the curve and velocity from the slope of an x–t graph
- Solve problems on motion under gravity (free fall and vertical projection) using g and appropriate sign conventions
Topics in this chapter
14 topics · tap a topic title to jump straight to it.
Introduction
Fig 1 — Educational Diagram: Introduction
Introduction
Key Point: Displacement: Δx = x_f − x_i
Motion is the change in position of an object with time relative to a chosen reference frame. To describe motion in one dimension (a straight line) we use position (x), displacement (Δx), distance, velocity, speed and acceleration.
Reference frame and origin: Motion is described with respect to a coordinate system and a clock. Choose an origin and a positive direction on the straight line; the position x(t) gives the location at time t.
Distance vs Displacement: Distance is the total path length travelled (scalar, always >= 0). Displacement is a vector: Δx = x_final − x_initial; it can be positive, negative or zero.
Speed vs Velocity: Speed is a scalar measure of how fast an object moves. Velocity is a vector: it gives rate of change of displacement. Key distinctions:
- Average speed = total distance / total time.
- Average velocity = displacement / elapsed time = Δx/Δt.
- Instantaneous velocity v(t) = lim_{Δt→0} Δx/Δt = dx/dt.
Uniform and Non-uniform motion: If velocity is constant (v independent of t) motion is uniform — position changes linearly with time. If v varies with time, motion is non-uniform. When velocity changes, we define acceleration:
- Average acceleration = change in velocity / time interval = Δv/Δt.
- Instantaneous acceleration a(t) = dv/dt.
One-dimensional kinematic equations (for constant acceleration) give simple relations among displacement, velocity, acceleration and time. These are introduced here as the natural next step in studying motion in a straight line.
Why vectors matter: Even in one dimension, sign indicates direction. Positive/negative values of displacement, velocity or acceleration indicate which way along the chosen axis the object moves or accelerates.
Summary: The introductory ideas set up how to describe motion quantitatively — by specifying a reference frame, distinguishing scalar and vector quantities, defining average and instantaneous rates, and classifying motion as uniform or accelerated. Graphical representations of x–t, v–t and a–t are powerful tools for visualising motion.
- Car moving at constant speed along a straight highway (uniform motion): distance increases linearly; displacement = distance if direction unchanged.
- Car accelerating from rest at a traffic signal (non-uniform motion with positive acceleration): velocity increases with time.
- A person walks 100 m east then 60 m west: distance = 160 m, displacement = +40 m (east) if east taken as positive.
- Elevator moving up and down: sign of velocity indicates up or down; acceleration changes when it starts or stops.
- A freely falling object (near Earth, neglecting air resistance) — motion along a straight line under (approximately) constant acceleration g downward.
- \[Displacement: Δx = x_f − x_i\]
- \[Average speed = total distance / total time = d_total / Δt\]
- \[Average velocity = Δx / Δt\]
- \[Instantaneous velocity: v(t) = dx/dt\]
- \[Average acceleration = Δv / Δt\]
- \[Instantaneous acceleration: a(t) = dv/dt\]
Physical quantities: Scalars and Vectors
Fig 2.1 — Educational Diagram: Projectile Motion Trajectory & Kinematic Equations
Physical quantities: Scalars and Vectors
Key Point: Magnitude of a 2D vector r = (x, y): |r| = sqrt(x^2 + y^2)
Definition: Physical quantities that can be described by a single number (with appropriate units) and no direction are called scalars. Quantities that require both magnitude and direction are called vectors.
Scalars: Examples include mass, temperature, time, speed, energy. Scalars add algebraically and are described by magnitude only.
Vectors: Examples include displacement, velocity, acceleration, force. A vector is represented graphically by an arrow: length corresponds to magnitude, arrowhead gives direction. In notation a vector is often written as \u03b1 or \vec{A}.
Properties and rules of vector algebra:
- Equality: Two vectors are equal if they have the same magnitude and direction, regardless of their initial points.
- Addition: Use the triangle rule (head-to-tail) or parallelogram rule to find the resultant R = A + B. Vector addition is commutative and associative.
- Subtraction: A - B = A + (−B), where −B is vector B reversed in direction.
- Multiplication by a scalar: Changes magnitude and possibly direction (if scalar is negative): kA has magnitude |k||A| and same or opposite direction depending on the sign of k.
- Zero vector: A vector of zero magnitude has no definite direction and acts as the additive identity.
Resolution into components: A vector in a plane can be resolved into orthogonal components. For a vector r making angle \theta with the x-axis, r = r_x î + r_y ĵ, where r_x = r cos \theta and r_y = r sin \theta. In coordinates, for r = (x, y), magnitude |r| = sqrt(x2 + y2) and direction tan \theta = y/x.
One-dimensional motion: On a straight line vectors reduce to signed scalars. Displacement (vector) can be positive or negative depending on direction; distance (scalar) is always non-negative. Velocity is a vector (has sign), speed is scalar (non-negative).
Why vectors matter: Many physical laws involve directions (e.g., forces, velocities). Vector methods let you combine and resolve these quantities correctly. Some scalar results (like work) come from vector operations (work = force · displacement).
- Distance vs displacement: walking 3 m east then 4 m west gives distance = 7 m (scalar) and displacement = 1 m west (vector).
- Speed vs velocity: A car completing a circular lap at constant speed has zero average velocity (displacement = 0) but nonzero speed.
- Forces: Two forces 5 N east and 5 N north add by the parallelogram rule; resultant magnitude = 5√2 N at 45° NE.
- Resolution: A 10 N force at 30° above horizontal has horizontal component 10 cos30° = 8.66 N and vertical component 10 sin30° = 5 N.
- Work (scalar from vectors): If a force F is applied along displacement s, work = F·s = Fs cosθ (scalar even though F and s are vectors).
- \[Magnitude of a 2D vector r = (x\]\[y): |r| = sqrt(x^2 + y^2)\]
- \[Components of r at angle θ: r_x = r cosθ\]\[r_y = r sinθ\]\[so r = r_x î + r_y ĵ\]
- \[Vector addition (resultant): R = A + B (graphical: head-to-tail or parallelogram)\]
- \[Subtraction: A - B = A + (−B)\]
- \[Scalar multiplication: kA has magnitude |k||A| and direction: same if k>0\]\[opposite if k<0\]
- \[Dot product (useful for work and projections): A·B = |A||B| cosθ = A_xB_x + A_yB_y\]
Position and Displacement
Fig 3 — Educational Diagram: Position and Displacement
Position and Displacement
Key Point: Position (1D): x (or s), measured from chosen origin, unit: m
Position: Position of a particle moving in a straight line is the location of the particle relative to a chosen origin and coordinate axis. In one dimension we usually denote the position by x (or s). The position is a vector quantity in general (position vector r), but in 1D it is represented by a signed number that gives both magnitude and direction from the origin. Unit: metre (m).
Displacement: Displacement is the change in position of the particle. If the initial position is xi and the final position is xf, the displacement Δx is defined as
Δx = xf − xi
Displacement is a vector (it has magnitude and direction). In 1D the sign of Δx indicates direction (e.g., positive to the right, negative to the left). Displacement depends only on the initial and final positions (it is path independent), and its magnitude can be less than or equal to the distance traveled.
Key points:
- Choose an origin and a positive direction before giving position or displacement.
- Distance is a scalar (total path length) and is always ≥ 0; displacement is a vector and can be zero, positive, or negative.
- If a particle returns to its starting point, its displacement is zero though distance may be nonzero.
- Average velocity over a time interval Δt is given by vavg = Δx / Δt (connects displacement to motion). Instantaneous velocity is v = dx/dt.
Simple one-dimensional position vector notation: r = x âx (where âx is the unit vector along the chosen axis). Then Δr = rf − ri.
- A student stands at the origin and walks 3 m to the east (positive direction). Position x = +3 m. If he then walks 4 m to the west, final position x = -1 m. Displacement from start to finish: Δx = -1 m (1 m west). Total distance traveled = 7 m.
- A car moves along a straight road 12 km east, stops, then returns 5 km west. Final displacement from the starting point: Δx = +7 km (east). Distance traveled = 17 km.
- Runner completes a 400 m circular track and returns to the starting point. Displacement = 0 m (start and end positions identical) even though distance = 400 m.
- If an object moves from x = 2.0 m to x = 5.5 m, displacement Δx = 5.5 − 2.0 = +3.5 m (to the positive direction).
- If a toy car moves from x = −4 m to x = +1 m, displacement Δx = 1 − (−4) = +5 m (it moved 5 m in the positive direction).
- \[Position (1D): x (or s)\]\[measured from chosen origin\]\[unit: m\]
- \[Position vector (general): r = x âx + y ây + z âz (in 1D: r = x âx)\]
- \[Displacement: Δx = x_f − x_i\]
- \[Vector form: Δr = r_f − r_i\]
- \[Average velocity (related): v_avg = Δx / Δt\]
- \[Instantaneous velocity (related): v = dx/dt\]
Distance and Speed
Fig 4 — Educational Diagram: Distance and Speed
Distance and Speed
Key Point: Speed = distance / time
Distance vs Displacement
Distance is the total length of the path travelled by an object; it is a scalar (has magnitude only) and is always non‑negative. Displacement is the shortest straight‑line change in position from the initial point to the final point; it is a vector (has magnitude and direction) and can be positive, negative or zero.
Speed vs Velocity
Speed is the rate of change of distance with time; it is a scalar. Velocity is the rate of change of displacement with time; it is a vector. Thus:
- Average speed = (total distance travelled) / (total time taken).
- Average velocity = (displacement) / (total time taken).
- Instantaneous velocity v(t) = dx/dt (derivative of displacement x with respect to time). Instantaneous speed is |v(t)| (magnitude of instantaneous velocity).
Uniform and Non‑uniform Motion
Uniform motion: speed (and velocity, if direction constant) are constant. On a displacement–time graph this appears as a straight line with constant slope. Non‑uniform motion: speed or velocity changes with time; the displacement–time graph is curved and the instantaneous velocity is given by the slope of the tangent to the curve.
Units and conversion
SI unit: metres per second (m/s). Common unit: kilometres per hour (km/h). Conversion: 1 m/s = 3.6 km/h, so v(km/h) = 3.6 × v(m/s).
Graphical interpretation
- Displacement–time graph: slope = velocity. A positive slope means motion in the positive direction; negative slope means motion in the opposite direction; zero slope means rest.
- Distance–time graph: always non‑decreasing; slope = speed (non‑negative). Flat parts mean rest; steeper parts mean higher speed.
- Velocity–time graph: the area under the curve between two times = displacement in that time interval. The sign of velocity indicates direction. For speed–time graph the area gives total distance travelled (if speed is used, area is always positive).
Important remarks
- Average speed = average of speeds only when the object spends equal time at each speed — in general average speed ≠ arithmetic mean of speeds; use total distance / total time.
- In circular motion at constant speed, speed is constant but velocity is not (direction keeps changing).
- A student walks 400 m from home to school (straight) then returns home: distance = 800 m, displacement = 0 m.
- A car travels 60 km in 1 hour, stops for 30 minutes, then travels 30 km in 0.5 hour. Total distance = 90 km, total time = 2 hours, average speed = 90/2 = 45 km/h. Average velocity depends on net displacement and direction.
- A runner completes one lap around a 400 m circular track: distance = 400 m, displacement = 0 m; speed may be constant but velocity changes continuously.
- A taxi drives 20 km east in 30 min then 10 km west in 15 min. Average speed = (20+10) km / 0.75 h = 40 km/h. Average velocity = (20−10) km / 0.75 h = 13.33 km/h east.
- A car’s speedometer shows instantaneous speed (e.g., 50 km/h); the odometer measures total distance travelled (e.g., 1200 km).
- \[Speed = distance / time\]
- \[Average speed = (total distance) / (total time)\]
- \[Average velocity = (displacement) / (total time)\]
- \[Instantaneous velocity: v(t) = dx/dt (derivative of displacement w.r.t. time)\]
- \[Instantaneous speed = |v(t)|\]
- \[Unit conversion: 1 m/s = 3.6 km/h → v(km/h) = 3.6 × v(m/s)\]
Velocity
Fig 5 — Educational Diagram: Velocity
Velocity
Key Point: Average velocity: v_avg = Δs / Δt
Definition: Velocity is a vector quantity that describes the rate of change of an object's displacement with respect to time. It gives both how fast and in which direction an object is moving.
Average velocity over a time interval Δt is defined as the displacement Δs divided by the time interval: v_avg = Δs/Δt. It depends on the net displacement, not on the path length.
Instantaneous velocity at time t is the derivative of displacement with respect to time: v(t) = ds/dt. Graphically, instantaneous velocity is the slope (gradient) of the displacement–time curve at that instant (the tangent slope).
Key properties:
- Vector quantity: has magnitude and direction. The sign of velocity indicates direction according to the chosen sign convention.
- Magnitude of velocity (|v|) is not always equal to speed; speed is the scalar (nonnegative) rate of motion while velocity can be negative.
- Units: SI unit is metres per second (m/s). Conversion: 1 m/s = 3.6 km/h.
Uniform vs non-uniform velocity: If velocity is constant (both magnitude and direction), motion is called uniform — displacement–time graph is a straight line and velocity–time graph is a horizontal line. If velocity changes, motion is non-uniform and the s–t curve is curved; instantaneous velocity is found from the tangent.
Relation with displacement and acceleration: v(t) = ds/dt, and displacement between times t1 and t2 is s(t2)−s(t1) = ∫_{t1}^{t2} v(t) dt (the area under a v–t graph). For motion with constant acceleration a (covered in later sections) v = u + at, where u is initial velocity.
- A car moving east at 20 m/s: velocity = 20 m/s east (direction important).
- A runner who covers 400 m around a track and returns to start in 100 s: displacement = 0, so average velocity = 0 m/s though the speed was not zero.
- An elevator rising uniformly from ground to 30 m in 15 s: average velocity = 30/15 = 2 m/s upward.
- A cyclist speeds up from 5 m/s to 10 m/s over 5 s: instantaneous velocity changes with time; average velocity = (Δs)/(Δt) if displacement known or ≈ (5+10)/2 = 7.5 m/s if acceleration is uniform.
- A conveyor belt moving goods at constant 0.5 m/s to the right: velocity is constant, so s–t graph is a straight line with slope 0.5.
- \[Average velocity: v_avg = Δs / Δt\]
- \[Instantaneous velocity: v(t) = ds/dt\]
- \[Displacement from velocity: Δs = ∫_{t1}^{t2} v(t) dt (area under v–t curve)\]
- \[Magnitude relation: speed = |velocity|\]
- \[Unit conversion: 1 m/s = 3.6 km/h\]
- \[For constant acceleration (useful later): v = u + a t (u = initial velocity\]\[a = acceleration)\]
Acceleration
Fig 6 — Educational Diagram: Acceleration
Acceleration
Key Point: Average acceleration: a_avg = Δv / Δt = (v - u) / t
Definition: Acceleration is the rate of change of velocity with time. It is a vector quantity; in one-dimensional motion it has sign (positive or negative) depending on the chosen direction.
Mathematical forms:
- Average acceleration: a_avg = Δv / Δt = (v_final − v_initial) / (t_final − t_initial).
- Instantaneous acceleration: a = dv/dt = d²x/dt² (the derivative of velocity or the second derivative of position with respect to time).
Units and dimensions: SI unit is metre per second squared (m/s2). Dimension: [L T−2].
Signs and interpretation: If acceleration and velocity have the same sign, the speed increases. If they have opposite signs, the speed decreases (often called deceleration). Zero acceleration means constant velocity (including rest).
Uniform (constant) acceleration: When acceleration a is constant, the velocity and position satisfy the kinematic equations (for motion in a straight line):
- v = u + a t
- s = u t + (1/2) a t2
- v2 = u2 + 2 a s
- s = (u + v) t / 2 (average velocity × time)
Here u = initial velocity, v = velocity after time t, s = displacement in time t.
Non-uniform acceleration: When acceleration varies with time, a(t) = dv/dt. For a known a(t) you integrate to find v(t): v(t) = u + ∫ a(t) dt, and x(t) = x(0) + ∫ v(t) dt.
Graphical meaning: On a velocity–time (v–t) graph, acceleration equals the slope. On a position–time (x–t) graph acceleration is related to the curvature (concavity) — constant acceleration gives a parabolic x–t curve. On an acceleration–time (a–t) graph, the area under the curve between two times gives the change in velocity (Δv).
Special case — free fall: Near Earth’s surface, objects in free fall (neglecting air resistance) have approximately constant downward acceleration g ≈ 9.8 m/s2. For upward motion under gravity, acceleration is −g (if upward is positive).
Key points to remember:
- Acceleration is about change of velocity (magnitude and/or direction). In straight-line motion direction is fixed, so acceleration changes the speed.
- Average vs instantaneous: average uses finite Δt, instantaneous uses derivative.
- Use signs consistently with your chosen positive direction.
- A car accelerating from rest to 20 m/s in 10 s: average acceleration = (20 − 0)/10 = 2.0 m/s².
- Braking: A bus slows from 18 m/s to 6 m/s in 4 s. a = (6 − 18)/4 = −3.0 m/s² (negative acceleration indicates deceleration).
- Free fall: An apple dropped (ignoring air resistance) accelerates downward at ≈ 9.8 m/s².
- Elevator starting upward: When an elevator starts upward, passengers feel a brief upward acceleration (normal force > weight); when it stops, they feel a downward acceleration (normal force < weight).
- Constant speed on a straight road: acceleration = 0 (velocity constant).
- \[Average acceleration: a_avg = Δv / Δt = (v - u) / t\]
- \[Instantaneous acceleration: a = dv/dt\]
- \[Relation to position: a = d²x/dt²\]
- \[Uniform acceleration equations: v = u + a t\]
- \[s = u t + (1/2) a t²\]
- \[v² = u² + 2 a s\]
Uniform and Non-uniform Motion
Fig 7.1 — Educational Diagram: Newton's Laws of Motion & Free Body Diagrams
Uniform and Non-uniform Motion
Key Point: Displacement: Δx = x(t2) - x(t1)
Definition: Motion in a straight line is the change of position (displacement) of a object along a straight path with time. It is classified into uniform motion and non-uniform motion depending on whether the velocity remains constant or not.
Uniform motion: An object executes uniform motion in a straight line if it covers equal displacements in equal intervals of time. In uniform motion the velocity (both magnitude and direction) is constant and acceleration is zero. Displacement is directly proportional to time.
- Mathematical statement: x(t) = x_0 + v t (where v = constant)
- Velocity: v = constant, a = 0
- Average velocity = instantaneous velocity = v
Non-uniform motion: Motion is non-uniform when an object covers unequal displacements in equal time intervals. Here velocity changes with time (in magnitude and/or direction). Acceleration is non-zero in general. For non-uniform motion, instantaneous quantities (dx/dt, dv/dt) are used.
- General relations: instantaneous velocity v(t) = dx/dt, instantaneous acceleration a(t) = dv/dt = d^2x/dt^2
- Displacement between t1 and t2: Δx = ∫_{t1}^{t2} v(t) dt
Special case — uniform (constant) acceleration: This is a simple and important type of non-uniform motion in which acceleration is constant (a = constant ≠ 0). The position and velocity then follow well-known kinematic formulas (given below).
How to tell from graphs: On an x–t (position–time) graph, uniform motion is a straight line; slope = velocity. Non-uniform motion gives a curved x–t graph. On a v–t graph, uniform motion is a horizontal line; changing v(t) indicates non-uniform motion. The slope of v–t is acceleration and the area under v–t gives displacement.
Units: displacement x in metres (m), velocity v in metres per second (m/s), acceleration a in metres per second squared (m/s^2).
- Uniform motion: A car moving at a steady 60 km/h on a straight, level highway with cruise control on (ignoring small speed fluctuations).
- Uniform motion: A conveyor belt carrying objects at a fixed speed.
- Non-uniform motion: A car in city traffic accelerating and braking frequently.
- Non-uniform motion: A cyclist pedalling to increase speed, then coasting and braking — velocity changes with time.
- Uniform acceleration (special non-uniform case): An object in free fall near Earth (ignoring air resistance) has nearly constant acceleration g ≈ 9.8 m/s^2.
- Non-uniform motion: A runner who speeds up at the start, then slows down toward the finish.
- \[Displacement: Δx = x(t2) - x(t1)\]
- \[Average velocity: v_avg = Δx / Δt\]
- \[Instantaneous velocity: v(t) = dx/dt\]
- \[Instantaneous acceleration: a(t) = dv/dt = d^2x/dt^2\]
- \[Uniform motion (v constant): x(t) = x_0 + v t\]\[a = 0\]
- \[Uniform (constant) acceleration: v = v_0 + a t\]
Equations of Motion for Constant Acceleration
Fig 8.1 — Educational Diagram: Newton's Laws of Motion & Free Body Diagrams
Equations of Motion for Constant Acceleration
Key Point: v = u + a t
Overview: When acceleration a of a particle moving in a straight line is constant (does not change with time), motion is called uniformly accelerated motion. Let u be the initial velocity (at t = 0), v the velocity at time t, s the displacement in time t, and a the constant acceleration. All quantities are one-dimensional (signs indicate direction).
Derivations (simple and calculus):
- Definition of acceleration: a = (v - u)/t. Rearranging gives the first equation: v = u + a t.
- For constant acceleration, average velocity = (u + v)/2. Displacement s in time t is average velocity × time, so s = ((u + v)/2) t. Substituting v = u + at yields the second standard form: s = u t + (1/2) a t2.
- Eliminate t between v = u + at and s = u t + (1/2) a t2 (or use v dv/ds = a): multiply v = u + at by v - u = at and rearrange to get v2 = u2 + 2 a s. This form is useful when time is not known.
Notes and conventions:
- Units: velocity in m/s, acceleration in m/s2, displacement in m, time in s.
- Sign convention: choose a positive direction. If acceleration and initial velocity are opposite, a is negative (deceleration).
- Useful alternate form from s = ((u+v)/2) t: s = v t - (1/2) a t2 by replacing u = v - at.
- These equations apply only when acceleration is constant.
- Car accelerating from rest: A car starts from rest (u = 0) with constant acceleration a = 2 m/s². After t = 5 s, v = u + at = 0 + 2×5 = 10 m/s. Displacement s = ut + 1/2 a t² = 0 + 0.5×2×25 = 25 m.
- Free fall (near Earth's surface): Drop an object from rest. With a = g ≈ 9.8 m/s², time to fall a height h is found from h = 1/2 g t² → t = sqrt(2h/g). Impact speed v = sqrt(2 g h).
- Braking to stop: A car moving at u = 20 m/s decelerates uniformly to rest (v = 0) in t = 4 s. Acceleration a = (v - u)/t = -20/4 = -5 m/s². Stopping distance s = u t + 1/2 a t² = 20×4 + 0.5×(-5)×16 = 80 - 40 = 40 m.
- Inclined plane (constant component of gravity): A block on a frictionless incline of angle θ has acceleration a = g sinθ down the plane. Use s = ut + 1/2 a t² to find distance traveled along the plane from rest.
- \[v = u + a t\]
- \[s = u t + (1/2) a t^2\]
- \[v^2 = u^2 + 2 a s\]
- \[s = ((u + v)/2) t (average velocity × time)\]
- \[a = (v - u)/t\]
- \[Units: [v] = m/s, [a] = m/s^2, [s] = m, [t] = s\]
Motion under Gravity (Free Fall and Vertical Motion)
Fig 9.1 — Educational Diagram: Newton's Laws of Motion & Free Body Diagrams
Motion under Gravity (Free Fall and Vertical Motion)
Key Point: Acceleration due to gravity: g ≈ 9.8 m/s2 (downward).
What it is
Motion under gravity refers to motion of objects when the only force (idealized) acting on them is gravity. Free fall is the special case when an object moves under gravity alone (air resistance neglected). The acceleration due to gravity near Earth's surface is constant in magnitude and denoted by g (approx. 9.8 m/s2).
Assumptions
1) Air resistance is negligible. 2) g is constant and directed vertically downward. 3) Upward and downward directions are chosen by a sign convention (take upward positive or downward positive consistently).
Key ideas and sign convention
If upward is taken positive, acceleration a = -g (vector points downward). If downward is positive, a = +g. The same kinematic equations for constant acceleration apply, with a = ±g.
Equations of motion applied to vertical motion
For an object with initial velocity u (vertical), after time t its velocity v and displacement s (vertical) satisfy the constant-acceleration relations:
- v = u + a t
- s = u t + 1/2 a t2
- v2 = u2 + 2 a s
Replace a by -g (if upward positive) or +g (if downward positive) to analyze free fall or vertical throws.
Common special cases
- Object dropped (u = 0): s = 1/2 g t2, v = g t, v2 = 2 g s.
- Object thrown upward (u upward): it decelerates at g, reaches maximum height when v = 0. Time to top t_top = u/g. Maximum height H = u2/(2 g). Total time to return to launch level (ignoring air resistance) = 2 u/g.
- Object thrown downward: initial velocity and gravity both increase speed; treat downward as positive or use a = -g with sign-correct u.
Independence of mass
In the absence of air resistance, all objects fall with the same acceleration g regardless of mass. (Galileo's result.)
Limitations
Real objects experience air resistance, leading to terminal velocity where drag equals weight. That requires more advanced treatment and is outside the idealized free-fall formulas.
Tips for solving problems
1) Choose sign convention and stick with it. 2) Plug a = ±g into kinematic equations. 3) Use v2 = u2 + 2 a s to eliminate time when needed. 4) Check units and physical reasonableness (e.g., time positive, heights nonnegative).
- Ball dropped from a height of 20 m. Find time to hit ground and impact speed. Using s = 1/2 g t2 => t = sqrt(2h/g) = sqrt(40/9.8) ≈ 2.02 s. Impact speed v = sqrt(2 g h) ≈ sqrt(392) ≈ 19.8 m/s.
- Ball thrown upward with u = 15 m/s. Find maximum height and time to reach it. H = u2/(2 g) = 225/(19.6) ≈ 11.48 m. Time to top t = u/g ≈ 1.53 s. Total time of flight (to return) ≈ 3.06 s.
- Stone thrown downward from roof (height 45 m) with initial speed 5 m/s downward. Taking downward positive, a = g. Use s = u t + 1/2 g t2 => 45 = 5 t + 4.9 t2. Solve quadratic for t (physical positive root ≈ 2.69 s). Impact speed v = u + g t ≈ 5 + 9.8*2.69 ≈ 31.4 m/s.
- Two objects: one dropped from roof at same time another thrown upward from ground. Use kinematics for each object and set their heights equal to find meeting time and position.
- Proof-of-concept: time to fall from the Moon (with different g) is found by replacing g with lunar g (~1.62 m/s2); demonstrates dependence on g but not mass.
- \[Acceleration due to gravity: g ≈ 9.8 m/s2 (downward).\]
- \[v = u + a t (use a = -g if upward positive\]\[or a = +g if downward positive).\]
- \[s = u t + 1/2 a t2 (vertical displacement after time t).\]
- \[v2 = u2 + 2 a s (relates speed and displacement).\]
- \[Free fall (dropped\]\[u = 0): s = 1/2 g t2\]\[v = g t\]\[v2 = 2 g s.\]
- \[Time to fall from height h: t = sqrt(2 h / g) (u = 0 case).\]
Graphical Representation and Interpretation
Fig 10 — Educational Diagram: Graphical Representation and Interpretation
Graphical Representation and Interpretation
Key Point: Instantaneous velocity: v(t) = dx/dt
Overview: Graphical representation is a way to describe motion in a straight line using plots of position (x), velocity (v) and acceleration (a) versus time (t) or position. Graphs provide immediate qualitative and quantitative information: slopes give rates (derivatives) and areas under curves give integrals (displacements or changes in velocity).
Key ideas:
- Instantaneous velocity is the slope (gradient) of the x–t curve: v(t) = dx/dt. A steeper slope means larger speed; slope sign gives direction.
- Instantaneous acceleration is the slope of the v–t curve: a(t) = dv/dt, and also the second derivative of position: a = d^2x/dt^2.
- Average values: average velocity over interval Δt is Δx/Δt (slope of the secant on x–t); average acceleration is Δv/Δt.
- Area meanings: area under v–t between t1 and t2 equals displacement Δx = ∫_{t1}^{t2} v dt. Area under a–t between t1 and t2 equals change in velocity Δv = ∫_{t1}^{t2} a dt.
- Common motion types: constant velocity → straight line on x–t; rest → horizontal x–t; uniform acceleration → parabola on x–t and straight line on v–t.
How to interpret graphs:
- From an x–t graph: slope at any point = instantaneous velocity; curvature indicates acceleration (concave up → positive acceleration, concave down → negative acceleration).
- From a v–t graph: slope = acceleration; sign of v gives direction of motion; area under curve = displacement. If v crosses zero, the object changes direction.
- From an a–t graph: constant nonzero line → uniform acceleration; zero line → constant velocity; area under curve gives change in speed/velocity.
Worked interpretation steps (typical procedure): Given a plot, first note axes and units, then determine slopes and areas for required quantities, check signs for direction, and where needed compute average values using secant slopes or definite integrals.
- A car parked: x–t is a horizontal line (slope = 0), v–t = 0 line, a–t = 0.
- A car moving at constant speed 20 m/s: x–t is a straight line with slope 20; v–t is a horizontal line at v = 20 m/s; a–t = 0.
- A car accelerating uniformly from rest at 2 m/s^2: x–t is a parabola (x = 1/2 at^2), v–t is a straight line through origin with slope 2, a–t is a horizontal line at a = 2 m/s^2.
- A vehicle braking to a stop: v–t is a straight line decreasing to zero (negative slope); area under v–t until zero gives distance traveled while braking.
- Object thrown upward (vertical line motion treated as 1-D): v–t line slopes down due to gravity (a = -g); when v crosses zero at top, direction reverses (v becomes negative).
- Piecewise motion: e.g., accelerate for 5 s, travel at constant speed for 10 s, then decelerate — represented by connected straight and curved segments on x–t and corresponding shapes on v–t and a–t.
- \[Instantaneous velocity: v(t) = dx/dt\]
- \[Instantaneous acceleration: a(t) = dv/dt = d^2x/dt^2\]
- \[Average velocity (between t1 and t2): v_avg = (x(t2) - x(t1)) / (t2 - t1)\]
- \[Average acceleration: a_avg = (v(t2) - v(t1)) / (t2 - t1)\]
- \[Displacement from v–t graph: Δx = ∫_{t1}^{t2} v(t) dt (area under v–t)\]
- \[Change in velocity from a–t graph: Δv = ∫_{t1}^{t2} a(t) dt (area under a–t)\]
Calculus Approach to Kinematics
Fig 11 — Educational Diagram: Calculus Approach to Kinematics
Calculus Approach to Kinematics
Key Point: Instantaneous velocity: v(t) = ds/dt
Overview
In one-dimensional motion (motion in a straight line) calculus provides precise relationships between displacement, velocity and acceleration by using derivatives and integrals. Displacement s(t) is a function of time; velocity and acceleration are its first and second time-derivatives respectively.
Key definitions
- Displacement: s(t) — position as a function of time (can be positive or negative along a chosen axis).
- Instantaneous velocity: v(t) = ds/dt. It is the slope of the s–t curve at time t.
- Instantaneous acceleration: a(t) = dv/dt = d^2s/dt^2. It is the slope of the v–t curve at time t.
Average vs instantaneous
Average velocity over interval Δt: v_avg = (s(t+Δt) − s(t))/Δt. As Δt → 0 this becomes the instantaneous velocity v(t). Similarly for acceleration: a_avg = (v(t+Δt) − v(t))/Δt and a(t) = lim_{Δt→0} a_avg.
Integrals: reconstructing motion
Given acceleration a(t) and initial conditions v(t0)=v0, s(t0)=s0, you obtain velocity and position by integration:
v(t) = v0 + ∫_{t0}^{t} a(τ) dτ
and
s(t) = s0 + ∫_{t0}^{t} v(τ) dτ.
Thus area under a–t curve gives change in velocity; area under v–t curve gives displacement.
Useful derivative relation (chain rule)
When acceleration is expressed as a function of position, use a = dv/dt = (dv/ds)(ds/dt) = v (dv/ds). This often yields v dv = a ds which integrates to relations between v and s.
Constant acceleration (uniform a)
For constant acceleration a, integrals give the standard kinematic equations (with s0 and v0 at t = 0):
- s(t) = s0 + v0 t + 1/2 a t^2
- v(t) = v0 + a t
- v^2 = v0^2 + 2 a (s − s0) (obtained from integrating v dv = a ds)
Physical interpretation (graphs)
- On an s–t graph the tangent slope = instantaneous velocity; curvature indicates acceleration.
- On a v–t graph the slope = acceleration and the area under the curve = displacement.
- On an a–t graph the area = change in velocity.
Other concepts
- Jerk: j(t) = da/dt = d^3 s/dt^3, rate of change of acceleration (relevant in vehicle comfort, robotics).
- Sign convention: choose a positive direction; negative velocity or acceleration simply means motion or acceleration opposite that direction.
How to solve problems (steps)
1) Define coordinate axis and sign convention. 2) Write a(t) or v(t) if given. 3) Integrate (or differentiate) using initial conditions. 4) Use areas under curves or slopes of graphs where appropriate. 5) For variable a(s), use a = v dv/ds to relate v and s.
Summary: Calculus converts geometric ideas (slopes and areas) into precise relationships between position, velocity and acceleration enabling solution of a broad class of motion problems including variable acceleration.
- A car applying constant braking: if initial speed is 20 m/s and braking acceleration is −4 m/s^2, use v(t)=v0+at to find time to stop (t=5 s) and s(t)=s0+v0t+½at^2 to find stopping distance (25 m).
- Free fall near Earth's surface (ignoring air resistance): acceleration a = −g ≈ −9.8 m/s^2. For a stone dropped from rest, v(t)=−gt and s(t)=s0 − ½ g t^2. For a stone thrown upward with speed v0, use v(t)=v0−gt until v=0 at peak.
- Speedometer and odometer interpretation: instantaneous reading on speedometer corresponds to v(t)=ds/dt (slope of s–t), whereas odometer measures total distance (integral of speed over time).
- Elevator ride with varying acceleration: comfort depends on jerk j(t) = da/dt; abrupt changes in acceleration cause noticeable jerk even if speeds are moderate.
- Using a = v dv/ds: When acceleration depends on position (e.g., certain resistive forces), integrate v dv = a(s) ds to get v(s) without explicit time dependence.
- \[Instantaneous velocity: v(t) = ds/dt\]
- \[Instantaneous acceleration: a(t) = dv/dt = d^2 s/dt^2\]
- \[Average velocity: v_avg = Δs/Δt\]\[Average acceleration: a_avg = Δv/Δt\]
- \[Integration (given a(t)): v(t) = v0 + ∫_{t0}^{t} a(τ) dτ\]
- \[Position from velocity: s(t) = s0 + ∫_{t0}^{t} v(τ) dτ\]
- \[Constant acceleration (a constant): s(t) = s0 + v0 t + 1/2 a t^2\]
Relative Velocity in One Dimension
Fig 12 — Educational Diagram: Relative Velocity in One Dimension
Relative Velocity in One Dimension
Key Point: Relative position: x_{A/B}(t) = x_A(t) - x_B(t)
What is relative velocity?
Relative velocity describes how fast and in what direction one object appears to move from the reference frame of another object. In one dimension (motion along a straight line) it is simply the difference of their velocities measured in the same inertial frame.
Derivation (1D)
Let x_A(t) and x_B(t) be the positions of objects A and B measured in a common reference frame. The relative position of A with respect to B is x_{A/B}(t)=x_A(t)-x_B(t). Differentiate with respect to time:
v_{A/B} = \frac{d}{dt}x_{A/B}(t) = \frac{d}{dt}x_A(t) - \frac{d}{dt}x_B(t) = v_A - v_B.
This simple result means: the velocity of A relative to B equals the velocity of A in the chosen frame minus the velocity of B in the same frame. If you only care about how fast they approach or separate, use the relative speed: |v_{A/B}| = |v_A - v_B|.
Key points and interpretation
- Sign: v_{A/B} > 0 means A moves in the positive direction relative to B; v_{A/B} < 0 means it moves in the negative direction relative to B.
- Velocities must be expressed in the same coordinate system (same origin and axis direction).
- Relative acceleration follows the same rule: a_{A/B} = a_A - a_B.
- Galilean transformation: velocity measured in a frame moving at v_0 is v' = v - v_0. This is the same subtraction concept.
Useful application — meeting/overtaking
If two objects with constant velocities v_A and v_B start from positions x_{A0} and x_{B0}, they meet when x_A(t)=x_B(t). For constant velocities this gives t = (x_{B0} - x_{A0})/(v_A - v_B) provided v_A \neq v_B. The denominator is the relative velocity v_{A/B}.
- Man walking inside a train: A train moves right at v_train = 20 m/s. A passenger walks forward (toward the front) at v_walk = 1.5 m/s relative to the train. In ground frame the passenger's speed = v_passenger = v_train + v_walk = 21.5 m/s. From a person standing on the platform the passenger appears to move at 21.5 m/s; from a person walking in the train at 0.5 m/s relative to the train in the same direction the passenger's relative speed is v_passenger - v_walker = 21.5 - 20.5 = 1.0 m/s.
- Two cars on a straight road: Car A moves at 30 m/s and Car B at 20 m/s in the same direction. The relative velocity of A w.r.t. B is 30 - 20 = 10 m/s, so A closes the gap at 10 m/s. The time to overtake depends on initial separation divided by 10 m/s.
- Head-on approach: Two trains approach each other, one at 15 m/s to the right and the other at 10 m/s to the left. Taking right as positive, v_A = +15 m/s, v_B = -10 m/s. Relative velocity v_{A/B} = 15 - (-10) = 25 m/s, so they approach each other at 25 m/s.
- Boat in a straight stream (1D): A boat has speed 5 m/s in still water. If the stream flows downstream at 2 m/s, the boat's speed relative to ground downstream = 5 + 2 = 7 m/s; upstream = 5 - 2 = 3 m/s. From another boat drifting at 2 m/s, the first boat's relative velocity = 5 m/s (i.e., subtract frame velocity).
- \[Relative position: x_{A/B}(t) = x_A(t) - x_B(t)\]
- \[Relative velocity: v_{A/B} = v_A - v_B\]
- \[Relative speed (magnitude): |v_{A/B}| = |v_A - v_B|\]
- \[Relative acceleration: a_{A/B} = a_A - a_B\]
- \[Galilean velocity transformation (frame moving at v_0): v' = v - v_0\]
- \[Meeting time for constant velocities: t_meet = (x_{B0} - x_{A0}) / (v_A - v_B) (if v_A \neq v_B)\]
Solving Kinematics Problems: Strategies and Common Pitfalls
Fig 13 — Educational Diagram: Solving Kinematics Problems: Strategies and Common Pitfalls
Solving Kinematics Problems: Strategies and Common Pitfalls
Key Point: Definitions: velocity v = ds/dt, acceleration a = dv/dt
Solving kinematics problems in one dimension requires clear definitions, careful use of equations, and attention to signs and units. Kinematics describes how position, velocity and acceleration change with time without asking why they change (forces are not required). The basic tools are the definitions v = ds/dt and a = dv/dt, and for constant acceleration the standard SUVAT relations.
Step-by-step strategy
- Read and visualize: Draw a simple diagram showing initial and final positions, direction of motion, and any reference points.
- Choose sign convention: Pick a positive direction and stick to it for all quantities.
- List knowns and unknowns: Write values for s (displacement), u (initial velocity), v (final velocity), a (acceleration), and t (time). Include units.
- Decide if acceleration is constant: If constant, use SUVAT equations. If not, use calculus relations v = ds/dt and a = dv/dt and integrate/ differentiate as needed.
- Select equations: Match the unknown you want to find with the equation that contains only knowns and that unknown (avoid adding extra unknowns).
- Solve algebraically, then substitute numbers: Keep algebra symbolic as long as possible to reduce arithmetic errors.
- Check units and signs: Ensure units are consistent (SI preferred) and sign of answers matches chosen direction.
- Sanity-check results: Check special cases (t→0, a→0) and whether answer magnitude is reasonable.
Common pitfalls
- Confusing distance and displacement: Displacement is vector (can be negative); distance is scalar (always positive). Formulas use displacement.
- Incorrect sign convention: Forgetting that acceleration opposite to velocity is negative (deceleration) leads to wrong answers.
- Mixing average and instantaneous velocity: Average velocity over an interval is total displacement divided by total time. Instantaneous velocity is v(t) = ds/dt.
- Using a constant-acceleration formula when a varies: SUVAT equations only hold for uniform acceleration.
- Interpreting graphs wrongly: Slope of x–t gives velocity; slope of v–t gives acceleration; area under v–t gives displacement; area under a–t gives change in velocity.
- Unit mistakes: Mixing km/h with m/s without conversion causes large errors.
- Choosing the wrong equation: Pick the equation that does not introduce extra unknowns—e.g., use v^2 = u^2 + 2as when t is unknown.
Problem-solving tips
- Always state the frame of reference (origin and + direction).
- Label intermediate results and keep track of signs.
- For motion with piecewise constant acceleration, treat each segment separately and use continuity conditions at segment boundaries (position and velocity continuous).
- For variable acceleration given as a(t) or v(t), integrate: v(t)=v0+∫a(t)dt, s(t)=s0+∫v(t)dt.
- Use graphical methods where helpful: areas under v–t for displacement, slopes for instantaneous rates.
How to check your answer quickly
- Dimension check: each term in an equation must have same units.
- Limiting cases: if a→0, equations should reduce to constant-velocity results; if t→0, displacement should go to 0.
- Estimate: compare answer to rough estimate (e.g., distance = average speed × time).
- 1) Constant acceleration (car): A car starts from rest and reaches 20 m/s in 5 s. Find acceleration and distance covered. Strategy: u=0, v=20 m/s, t=5 s. a=(v-u)/t = 20/5 = 4 m/s². s = ut + 1/2 a t² = 0 + 0.5×4×25 = 50 m.
- 2) Braking (stopping distance): A vehicle moving at 30 m/s decelerates uniformly to rest in 10 s. Find deceleration and stopping distance. u=30 m/s, v=0, t=10 s. a=(v-u)/t = -3 m/s². s = ut + 1/2 a t² = 30×10 + 0.5×(-3)×100 = 300 - 150 = 150 m.
- 3) Free fall: A stone is dropped (u=0) from 45 m. Using g = 9.8 m/s², find time to hit ground and impact speed. s = 45 m downward, take downward positive: s = ut + 1/2 g t² → 45 = 0.5×9.8×t² → t² = 45×2/9.8 ≈ 9.1837 → t ≈ 3.03 s. v = u + g t = 0 + 9.8×3.03 ≈ 29.7 m/s.
- 4) Relative motion (meeting time): Two trains on same straight track 100 km apart head toward each other at 60 km/h and 40 km/h. Time to meet = distance / relative speed = 100 / (60+40) = 1 hour.
- 5) Using v² = u² + 2as to avoid t: A bike slows from 18 m/s to 6 m/s with constant deceleration of -2 m/s². Find distance traveled during slowdown. u=18, v=6, a=-2 → v² = u² + 2as → 36 = 324 + 2×(-2)×s → 36 = 324 -4s → 4s = 288 → s = 72 m.
- \[Definitions: velocity v = ds/dt\]\[acceleration a = dv/dt\]
- \[Average velocity (constant acceleration): v_avg = (u + v)/2\]
- \[Constant acceleration (SUVAT): v = u + a t\]
- \[s = u t + (1/2) a t^2\]
- \[v^2 = u^2 + 2 a s\]
- \[Displacement from velocity graph: Δs = ∫ v dt (area under v–t curve)\]
Special Topics and Extensions
Fig 14 — Educational Diagram: Special Topics and Extensions
Special Topics and Extensions
Key Point: v(t) = dx/dt (instantaneous velocity)
Overview: "Special Topics and Extensions" collects useful extensions of one‑dimensional kinematics that go beyond constant acceleration: instantaneous (calculus) relations, motion with variable acceleration, motion under gravity including air resistance, relative motion in one dimension, braking/stopping distances, and the concept of jerk. These extensions link kinematics to simple dynamics and give tools for practical problems.
1. Instantaneous quantities and calculus relations
Instantaneous velocity and acceleration are defined as derivatives: v(t)=dx/dt and a(t)=dv/dt. These give displacement and velocity by integration: x(t)=x(t0)+∫_{t0}^{t}v(t')dt' and v(t)=v(t0)+∫_{t0}^{t}a(t')dt'.
2. Motion with variable acceleration
When a is not constant you can use a(t)=dv/dt or the useful chain rule form a = v dv/dx (so v dv = a dx). Integrate the appropriate relation to find v(t) or v(x) and then x(t).
3. Motion under gravity (vertical motion)
Near Earth’s surface use constant acceleration g (≈9.8 m/s² downwards). For motion with upward initial speed u: v = u - gt, y = y0 + ut - 1/2 g t², v² = u² - 2g(y - y0). Use sign convention consistently.
4. Motion with resistive forces (terminal velocity)
- Linear drag: F_drag = -k v → m dv/dt = mg - k v (for downward motion). Solution: v(t) = v_T(1 - e^{-t/τ}), where v_T = mg/k and τ = m/k.
- Quadratic drag (high speed): F_drag ≈ -c v² → terminal speed v_T = sqrt(mg/c). These models explain approach to terminal velocity (skydiver, raindrops) and require solving ODEs (separable or linear).
5. Relative motion in one dimension
Velocities add/subtract depending on direction. If A moves with v_A and B with v_B (measured in same inertial frame), velocity of A relative to B is v_{A/B} = v_A - v_B. Displacements and times transform accordingly for different inertial observers (Galilean transformation).
6. Braking, stopping distance and safety
Stopping distance = reaction distance + braking distance. Reaction distance = u t_reaction. Braking distance (constant deceleration a): d = u²/(2|a|). These follow from kinematics and are used in road‑safety calculations.
7. Jerk and smoothness
Jerk j = da/dt is rate of change of acceleration; important in engineering (elevator, vehicle comfort) though not central to introductory problems.
How to choose methods: For time‑known problems integrate a(t); when acceleration depends on x use v dv/dx; when time not required use v² - u² = 2aΔx (energy‑like relation). For resistive forces set up Newton’s 2nd law and solve ODE for v(t).
- Car braking: A car at 20 m/s with deceleration -5 m/s² stops in distance d = v²/(2|a|) = (20)²/(2×5) = 40 m. Add reaction distance = v × reaction time.
- Skydiver: Without parachute a skydiver approaches a terminal velocity v_T ≈ sqrt(mg/c) (quadratic drag). With a parachute c increases drastically → much lower v_T.
- Thrown ball: Ball thrown upward with u = 15 m/s reaches max height h = u²/(2g) ≈ 11.5 m and time to top t = u/g ≈ 1.53 s (neglecting air resistance).
- Elevator start/stop: To ensure comfort limit jerk j so acceleration changes smoothly; designers choose acceleration profiles a(t) with finite slopes to avoid sudden jerk.
- Relative motion: Two trains moving in same direction at 30 km/h and 45 km/h — relative speed = 15 km/h; closing speed if opposite directions = 75 km/h.
- \[v(t) = dx/dt (instantaneous velocity)\]
- \[a(t) = dv/dt (instantaneous acceleration)\]
- \[x(t) = x(t0) + ∫_{t0}^{t} v(t') dt'\]\[v(t) = v(t0) + ∫_{t0}^{t} a(t') dt'\]
- \[Chain rule useful form: a = v (dv/dx) → v dv = a dx\]
- \[Constant‑acceleration equations: v = u + at\]\[x = x0 + ut + 1/2 a t²\]\[v² = u² + 2a(x - x0)\]
- \[Relative velocity (1D): v_{A/B} = v_A - v_B\]
Key Concepts
- Motion
- Change in the position of an object with respect to a reference point over time.
- Distance
- Total length of the path travelled by an object; a scalar quantity (non-negative).
- Displacement
- Shortest straight-line vector from initial to final position; has magnitude and direction.
- Speed
- Rate of change of distance with time; scalar (magnitude only).
- Velocity
- Rate of change of displacement with time; a vector quantity indicating speed and direction.
- Average Speed
- Total distance travelled divided by total time taken.
- Average Velocity
- Displacement divided by total time interval; a vector.
- Instantaneous Velocity
- Velocity of an object at a particular instant; slope of position–time curve at that point.
- Acceleration
- Rate of change of velocity with time; a vector measured in m/s².
- Average Acceleration
- Change in velocity divided by the time interval over which the change occurs.
- Instantaneous Acceleration
- Acceleration at a specific instant; slope of the velocity–time graph at that instant.
- Uniform Motion
- Motion with constant velocity (zero acceleration); equal displacements in equal time intervals.
- Uniformly Accelerated Motion (UAM)
- Motion in which acceleration is constant in magnitude and direction.
- Equations of Motion (kinematic equations)
- Standard relations for UAM connecting displacement (s), initial velocity (u), final velocity (v), acceleration (a) and time (t): v = u + at; s = ut + 1/2 a t²; v² = u² + 2as.
- Free Fall
- Motion of an object under gravity alone (acceleration ≈ g downward, neglecting air resistance).
- Retardation
- Negative acceleration (deceleration); velocity decreases with time.
- Relative Velocity
- Velocity of one object as observed from another moving object; v_{A relative to B} = v_A − v_B.
- Position–Time Graph
- Plot of position vs. time; slope gives instantaneous velocity; shape indicates type of motion.
- Velocity–Time Graph
- Plot of velocity vs. time; slope gives acceleration and area under curve gives displacement.
- Acceleration–Time Graph
- Plot of acceleration vs. time; area under the curve gives change in velocity.
Practice Questions
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Distinguish between distance and displacement with one example. / दूरी और विस्थापन में एक उदाहरण सहित अंतर कीजिए।
Show answer
Distance is the total path length travelled (a scalar, always ≥ 0), while displacement is the change in position (a vector). A person walking 100 m east then 60 m west covers a distance of 160 m but a displacement of +40 m east. / दूरी तय किए गए पथ की कुल लंबाई है (अदिश, सदा ≥ 0), जबकि विस्थापन स्थिति में परिवर्तन है (सदिश)। 100 m पूर्व फिर 60 m पश्चिम चलने वाला व्यक्ति 160 m दूरी तय करता है परंतु विस्थापन +40 m पूर्व होता है।
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Why can the average velocity of a runner completing one lap of a circular track be zero while the average speed is not? / वृत्ताकार पथ का एक चक्कर पूरा करने वाले धावक का औसत वेग शून्य क्यों हो सकता है जबकि औसत चाल शून्य नहीं होती?
Show answer
Average velocity = displacement/time, and after one full lap the displacement is zero, so average velocity is zero. Average speed = total distance/time, and since distance (the track length) is non-zero, average speed is non-zero. / औसत वेग = विस्थापन/समय, और एक पूर्ण चक्कर के बाद विस्थापन शून्य होता है, अतः औसत वेग शून्य है। औसत चाल = कुल दूरी/समय, और चूँकि दूरी (पथ की लंबाई) शून्य नहीं है, औसत चाल शून्य नहीं होती।
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Derive the equation v² = u² + 2as for uniformly accelerated motion. / एकसमान त्वरित गति के लिए समीकरण v² = u² + 2as व्युत्पन्न कीजिए।
Show answer
From v = u + at we get t = (v−u)/a. Substituting in s = ut + ½at² gives s = u(v−u)/a + ½a(v−u)²/a². Simplifying yields 2as = 2uv − 2u² + v² − 2uv + u² = v² − u², hence v² = u² + 2as. / v = u + at से t = (v−u)/a प्राप्त होता है। इसे s = ut + ½at² में रखने पर s = u(v−u)/a + ½a(v−u)²/a²। सरल करने पर 2as = v² − u², अतः v² = u² + 2as।
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A car starts from rest with constant acceleration 2 m/s². Find its velocity and displacement after 5 s. / एक कार विरामावस्था से 2 m/s² के स्थिर त्वरण से चलती है। 5 s के बाद इसका वेग और विस्थापन ज्ञात कीजिए।
Show answer
v = u + at = 0 + 2×5 = 10 m/s. s = ut + ½at² = 0 + ½×2×25 = 25 m. / v = u + at = 0 + 2×5 = 10 m/s। s = ut + ½at² = 0 + ½×2×25 = 25 m।
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What does the slope of a position–time graph and the area under a velocity–time graph represent? / स्थिति–समय ग्राफ की प्रवणता और वेग–समय ग्राफ के अंतर्गत क्षेत्रफल क्या निरूपित करते हैं?
Show answer
The slope of a position–time (x–t) graph gives the instantaneous velocity, while the area under a velocity–time (v–t) graph between two instants gives the displacement during that interval. / स्थिति–समय (x–t) ग्राफ की प्रवणता तात्क्षणिक वेग देती है, जबकि वेग–समय (v–t) ग्राफ के अंतर्गत दो क्षणों के बीच का क्षेत्रफल उस अंतराल में विस्थापन देता है।
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A ball is dropped from a height of 20 m. Find the time to reach the ground and its impact speed (g = 9.8 m/s²). / एक गेंद 20 m की ऊँचाई से गिराई जाती है। भूमि तक पहुँचने का समय और टकराने की चाल ज्ञात कीजिए (g = 9.8 m/s²)।
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Using h = ½gt², t = √(2h/g) = √(40/9.8) ≈ 2.02 s. Impact speed v = √(2gh) = √(392) ≈ 19.8 m/s. / h = ½gt² से, t = √(2h/g) = √(40/9.8) ≈ 2.02 s। टकराने की चाल v = √(2gh) = √(392) ≈ 19.8 m/s।
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Two trains approach each other, one at 15 m/s rightward and the other at 10 m/s leftward. Find their relative velocity of approach. / दो रेलगाड़ियाँ एक-दूसरे की ओर आ रही हैं, एक 15 m/s दाईं ओर और दूसरी 10 m/s बाईं ओर। उनके निकट आने का सापेक्ष वेग ज्ञात कीजिए।
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Taking rightward as positive, v_A = +15 m/s, v_B = −10 m/s. Relative velocity v_(A/B) = v_A − v_B = 15 − (−10) = 25 m/s, so they approach each other at 25 m/s. / दाईं ओर को धनात्मक मानने पर v_A = +15 m/s, v_B = −10 m/s। सापेक्ष वेग v_(A/B) = v_A − v_B = 15 − (−10) = 25 m/s, अतः वे 25 m/s से एक-दूसरे की ओर आती हैं।
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For a body thrown vertically upward with speed u, derive its maximum height and total time of flight. / ऊर्ध्वाधर ऊपर की ओर चाल u से फेंके गए पिंड के लिए अधिकतम ऊँचाई और कुल उड़ान-काल व्युत्पन्न कीजिए।
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At maximum height v = 0; using v² = u² − 2gH gives H = u²/(2g). Time to top = u/g, and by symmetry total time of flight (returning to launch level) = 2u/g. / अधिकतम ऊँचाई पर v = 0; v² = u² − 2gH से H = u²/(2g)। शीर्ष तक समय = u/g, और सममिति से कुल उड़ान-काल (प्रक्षेपण स्तर पर लौटने तक) = 2u/g।
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